sideeffects / HoudiniEngineForUnreal

Houdini Engine Plugin for Unreal Engine.
http://www.sidefx.com/unreal
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Is there a way to set InputOutlinerMeshArray programmatically? #131

Open Schizo opened 4 years ago

Schizo commented 4 years ago

I'm working on an automated process to export elements from Engine as an alembic, which is currently done through a user's selection in Houdini Inputs. Is there a way to prepopulate InputOutlinerMeshArray and what would be a suggested approach to that?

dpernuit commented 4 years ago

Version 1 has very limited scripting capabilities, and you're basically left with having to write some custom c++ for your need.

You'd probably need to write a custom command that would use something similar to what we use for the "apply selection ... " commands. (see FHoudiniAssetTypeActions::ExecuteApplyAssetToSelection( ) )

Schizo commented 4 years ago

Thanks a lot, that FHoudiniAssetTypeActions::ExecuteApplyAssetToSelection( ) is already a good pointer, however it seems like the transition kind of began slowly to v2, might be worthwhile investing time into that.